I hope someone out there might be able to point me in the right direction here....? I am experimenting with the multiplayer plugin (which is excellent, of course) but I have encountered a limitation (of multiplayer with lag and, possibly, a limitation of my c2 dev skills).

The problem: The host runs all of the bullet collision checks, but the lag experienced by a peer makes host bullet collisions look rather awful (bullets are destroyed before they appear to hit walls) and it can spoil action game-play (bullets appear to hit a peer before the peer sees the hit take place - a peer dodging out of the way can be impossible at high bullet speeds etc). Even with a LAN 60 Hz update rate, the slight lag you can expect has confounded me so far.

I imagine that a way to solve this problem, for hits on inanimate objects at least, would be to check for a collision in the host and then flag a bullet for destruction at a particular X and Y position, before then destroying it when it gets to within a certain range of that position on the peer's machine (effectively a destroy delay). For hits on moving peers, I imagine that a similar flag would be required (although I am not sure what, if any, lag compensation might be required here).

I have an aspiration to making an action platformer, but I am not sure that the physics limitations of even a LAN can be accommodated effectively. Before I embark on trying to make this work, I would be grateful for any advice for alternative methods and if anyone has any lessons they would like to share regarding solving this problem.